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TIBERIAN SUN GUIDE 2024

 

SHARED STRUCTURES

 

 

 

 

CONSTRUCTION YARD:

 

Moving MCV at beginning: Consider moving the Construction yard closer to Tiberium or to a corner of the map if nearby. (This is possibly becomes more important if facing GDI, so that your Buildings are easier to defend from Disrupter.)

 

Sell CY= Engineers and Inf: If you sell a Construction Yard right before it is destroyed, you can get free Engineers (up to 3) and Light Infantry. (This might be better than the $1250 depending on the game.)

 

Lose CY dont need radar for Sams: If you build Radar and Component Tower, but lose your Radar and Construction Yard, then when you regain a new Construction Yard, you will not need to build another Radar to be able to build Sams.

 

Multi + Chem no get CY: The combination of one Multi Missile and one Chemical Missile, might not destroy an enemy's Construction Yard.

 

 

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GATE

 

Hide units in gate: You can hide vehicles inside a gate by stopping them with “S” as they travel over the gate. If the gate is attacked, only a vehicle hiding in the middle of the gate will be hit by the enemy. The enemy might accidently target your Gate instead of your vehicles hiding inside it. (Tick Tanks, are good at this)

 

MRV heal hider in gate: Mobile Repair Vehicle can heal vehicles next to it, even while its hidden in a gate.

 

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POWER PLANT

 

1 Engi save PP from 1 Orca B: One Engineer can save your Power Plant or advanced Power Plant from one Orca Bomber.

 

 

 

TIBERIUM SILO

 

Silo= cheapest Diz defense: A Tiberium Silo is the cheapest building you can build fast to stop a Disrupter from landing in your base.

 

Silos out = FS expansion: Tiberium Silos are perfect for building all over the place, even in your ally's base. Once you do this, you can place Firestorm Wall Sections almost anywhere in your base, in front of your base, and your ally's base.

 

Tiberium Silos are the cheapest building you can build off of.

 

 

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WALLS:

 

Walls build FAST: Even though Walls cost $250, they build at the speed of a Pavement, which costs 75. Walls build very fast, you can place multiple Walls under a Landing Disrupter multiple times and juggle it in the air.

 

Walls = Walls: It can be hard to destroy all the walls that an enemy can make around your Tiberium refinery in small contained maps and environments. So, if you can not keep up, just start Walling up the enemy's Tiberium Refinery in response, so at least both of you are broke, and not just you.(Depends on map and terrain)

 

Carryall +MCV walls: You can Carryall a MCV near the enemy's Tiberium Refinery or Tiberium and use walls to interfere with their money. Wall off the fields and the Tiberium Refinery.

 

Walls stop Titans: Walls can stop a group of Titans from getting to your base as quickly. This works very good as Nod because your Artillery can shoot the Titans over the Wall. Place your Artillery more than 4 cells behind the Wall and the Titan will not be able to shoot the Artillery.

 

Wall builds faster than LF: Walls build faster than Laser Fence Posts even though Laser Fence posts are $200. ($50 cheaper) So if the Titans are far away, you can save money making Laser Fence Posts If the Titans are close by, walls might be a better option.

 

Walls can be built on broken Walls: You do not have to wait until a wall is broken to build another wall on top of it. When you build a new Wall Section over a broken wall, the wall gets 100% hp. Your enemy might not even notice that you keep repairing the Wall Section he is trying to break. This can slow down his vehicle rush.

 

Walls = 5 cells: Try to build the longest walls possible, Connecting five Wall Sections and making a one cell Wall costs the same amount of money.

 

Unit dies leaves tib = blocks wall: If the Cyborg, Cyborg Commando, Cyborg Reaper, or other unit dies and leaves Tiberium on the ground, the enemy will not be able to build a wall, gate, or other building on that location. (Example: You might use this to your advantage and choose to fight in tight locations like a enemy's gate, so Tiberium blocks new walls from being placed in the main enemy gate, maps like BBG)

 

 

 

PAVEMENT

 

Diz drives fast on pavement: Be careful laying pavement for Harvesters, the enemy Disrupter drives faster on pavement and can destroy multiple Tiberium Refinery by driving to them faster.

 

No pave dirt road,Tib, Orange Weed: You can not lay pavement over a dirt road, Tiberium, or Orange weed but an enemy Subterranean APCs and Devil Tongues can surface from underground there. Avoid building your important buildings near Dirt roads vs Nod enemy. You might build Tiberium Refineries next to Tiberium and Tiberium Waste Facilities near Orange Weed, but try to keep the other buildings far from those areas.

 

Pavement behind GDI Warf: You can place Pavement behind the GDI War Factory to prevent the Subterranean APC from surfacing hidden units behind it.

 

Very small maps are more easily covered by pavement. If the map is small then you can almost completely cover your base area in Tiberium on some maps. (Example: GSO map)

 

Pave front of Barrack/Hand: Pave over the area in front of your Barrack or Hand of Nod to prevent underground units from surfacing under or next to the newly built soldiers.

 

Lay Pavement before DT surface: You can lay pavement before the Devil Tongue surfaces and the Devil Tongue will still surface, if you did it right.

 

Buildings prevent subs + pave: If you layed pavement early, you should consider building new buildings on non paved areas so that they also prevent subs from rising.

 

 

 

TIBERIUM REFINERY

 

A full Tiberium Refinery will not inflict any damage to nearby buildings when it explodes, if you are playing an unmodified Westwood style original map. Your Tiberium Refinery could be touching another building because its so close, and it still will not do any damage.(Even if you filled the Tiberium Refinery with all blue Tiberium.)

 

Selling units or structures does not fill your Tiberium Refinery with any Tiberium. This is extra money that you don't need to store in a Tiberium Refinery or Tiberium Silo.

 

If you place a Tiberium Refinery too close to walls that are built into the map, your Harvesters might become glitched. This can prevent your Harvesters from automatically going to Tiberium patches after dumping their Tiberium in the Tiberium Refinery. They can become confused and stop randomly. It is annoying when this happens because there is no warning, you have to notice your stopped Harvesters in the middle of the game. Stopped Harvesters can cost you a lot of money.

 

 

 

 

WAR FACTORY:

 

 

Repair might save your Warf: Repair might save your War Factory, but a pro 1-shot Disrupter can still destroy your War Factory in one shot, even if you quickly repair it.

 

Warf hides infinite Soldiers: If you place your second War Factory as your Subterranean APC or Amphibious APC is about to be ready, the SubAPC or A-APC will hide inside your second War Factory. Now that you have a hidden APC inside your War Factory, send as many soldiers as you want into the hiding SubAPC or A-APC all at one time as a group. (Note: This is a great way to hide a lot of Rocket Infantry or Jump Jet Infantry from enemy planes, if they don't see you put your soldiers into your War Factory. You can also hide Ghost Stalker or Cyborg Commando (It is better to hide a CC than GS because CC doesn't hurt Warf as you shoot like the GS). The enemy can destroy all your soldiers at one time if he knows what you are up to. Try to hide your soldiers in the War Factory when it has not been scouted by the enemy yet, early in the game.(Note: do not set primary buildings when trying this trick)

 

Warf hides Infinite RI/JJ anti air: The War Factory can hide many Rocket Infantry or Jump Jet Infantry but you must manually target planes to shoot them, numbering the anti air soldiers helps.

 

Warf hides infinite Medic: Hide The Ghost Stalker, infinite Medics, and infinite Engineers to heal the War Factory as your Ghost Stalker shoots out of it. (Number your GS, Engineers, and Medics.)

 

Warf hides infinite Engi: Hide as many Engineers as you want in the War Factory by building your second War Factory while a SubterraneanAPC or Amphibious APC are about to be built. Send the Engineers into the War Factory and the enemy might think you are wasting Engineers if he sees you do it. Number the Engineers so you can quickly heal your War Factory when enemy Banshee or other units attack the War Factory.

 

Block hidden vehicle in Warf escape: You can block a hidden Mobile Construction Vehicle that is hiding inside an enemy War Factory. Block the three cells behind the War Factory with walls or deployed tanks.

 

MH can enter hidden tank in warf: The Mutant Hijacker can enter a hidden SubterraneanAPC or Amphibious APC that is hiding inside a War Factory. Other units can not enter the vehicle, but they will hide in the War Factory instead. The M.H. Will not be able to exit the Subterranean APC or Amphibious APC hidden inside the War Factory once it has entered it.

 

Infinite JJ hide Warf: You can hide infinite Jump Jet Infantry in a Subterranean APC or Amphibious APC that you have hidden in a War Factory. When you want to fly somewhere, the JJ will be hidden by the War Factory as they take off. The enemy might not see the JJ until they are already attacking his units inside your base.

 

Hide MK-GS-CC-DT in Warf = Engi steal defense: Hide a Mammoth MK2, Ghost Stalker, Cyborg Commando, Devil Tongue in the War Factory and they can destroy an enemy's Engineer attack in one shot before they steal your buildings. ( Even a lot of Light Infantry, Disc Throwers, or Jump Jet Infantry can stop a Engineer attack, but Discmen will explode and damage War Factory when they die)

 

Hide Units in Warf, when stolen = still there: If you hide a lot of soldiers in your War Factory and the enemy steals it with Engineers, you can steal it back with hidden Engineers before he sells it. You can blow up your Disc Throwers inside by destroying them. You can Ghost Stalk his newly stolen War Factory. There are so many possibilities.

 

Hidden MCV in Warf vs Bans: If the enemy Bansee target the Pavement in front of the War Factory, the hidden Mobile Construction Vehicle hidden inside can survive. If the Banshee target the Hidden MCV and not the War Factory, the War Factory can survive (Ten Banshee)

 

If the enemy uses his mouse to hover over your War Factory, he can see your vehicle or soldiers hiding inside it because they are highlighted. He will not know how many soldiers are hiding or what kind of soldier they are. (unless he watched you hide your soldiers in the War Factory earlier) The enemy does not know that you have a APC hiding either, it could be a MCV or other vehicle hiding. The War Factory door openeing to release newly built vehicles might show the hiding vehicle type.

 

Hidden warf units stop GS: The Mammoth MK2, Ghost Stalker, Cyborg Commando can all kill a Ghost Stalker in one shot while they are hiding inside of a War Factory and prevent the Ghost Stalker from laying his c4 on your War Factory.

 

Dont “S” stop hidden in Warf: Do not press “S” to stop units hiding in the War Factory or all the units will exit.

 

Hidden Warf units survive: If your War Factory is destroyed by the Ghost Stalker, any units that were hidden inside it are safe afterwards.

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GDI Warf Important: The GDI War Factory is more important than the Nod War Factory, because of Titans, MK2, Distrupter, etc...

 

Sell Warf = Engi no steal vehicle exiting: If you sell the War Factory right before the enemy's Engineers steal it, your vehicle exiting the War Factory will not be stolen. Always sell the War Factory if you have a MCV exiting and the War Factory is about to be stolen by Engineers.

 

ALT Warf =Subs immediately dive: If you left mouse click on the War Factory and then left mouse click on the map, your War Factory will automatically send units that exit it to the new location. Make sure this is far away from the War Factory so that Subterranean APCs and Devil Tongues immediately dive to safety when exiting the War Factory hands free.

 

DIZ 1shot = hidden MCV in Warf ok: The Disrtuper will not destroy a Mobile Construction Vehicle hiding in the War Factory, even if the Disrupter does the “1-shot” with CTRL fire across the War Factory to destroy it in one shot.

 

Hidden MCV Warf= glitch MCV?: (Note: Sometimes if you hid a MCV in your War Factory, the MCV might glitch and be able to drive through vehicles, it might not be able to heal on the Service Depot unless you send it to the Service Depot with a Carryall.)

 

 

 

 

SAMS (GDI and Nod)

 

Sell Sam vs 1 Orca B: One Orca Bomber will destroy a GDI Sam or a Nod Sam in two shots. You might as well sell it. You can place RPG, Vulcan Cannon, or Sam Upgrade to heal Component Tower and survive one Orca Bomber. This is a slight GDI Sam advantage vs Orca Bomber. Nod Sams need Engineer possibly.

 

Sams built close = faster powerdown all: If you build the Sams at your main base close together, usually near your Construction Yard, you can power them up or down faster because of minimized movement of the mouse.

 

 

 

 

RADAR:

 

The Radar has a sight of 10 which is a huge distance it sees into the fog of war when you build your Radar.

 

 

 

HELIPAD:

 

The GDI Helipad is more useful than a Nod Helipad because of Carryall Attacks and Carryall Harvester money. This makes the GDI Helipad more dangerous than a Nod Helipad.

 

1 Helipad= save money for planes: On maps with low Tiberium, you can save money by only making one Helipad and spend the money on the planes instead. It will just take longer to reload them all. Usually it is nice to have one Helipad for every plane that you build. (carryalls excluded)

 

Outbuild Barracks/Hand of Nod = owns Helipads: You can easily destroy Helipads by building a Hand of Nod or Barracks near it and pumping out soldiers. (Especially Disc Throwers)

 

GDI Helipad hides vehicle under Carryall: Place a GDI Helipad one cell above Carryall sitting on a tank and it looks like a Carryall is just sitting on the Helipad if your enemy is not paying attention.

(Use this tactic to hide a Mammoth MK2 under a Carryall with a Helipad built around it and wait for the enemy Disrupter or other units to arrive. (Note: Multi Missile will destroy Carryall sitting on a vehicle even if a building is hiding it.)

 

Consider half number Helipads: Each Helipad costs $500 and takes time to build. Consider saving money on Helipads by only making half the number of Helipads as you plan on making of planes. (Works better with Orca Bomber or Banshee because they reload the fastest. (20 and 30 seconds) (Note: If you have 5 helipads for 10 banshee, that is $2500, and a Engineer attack only costs $2300)

(Note: One or Two Helipad saves money early game when you have few planes)

 

1 Helipad per Harpy: Each Harpy really should have its own Helipad because it takes so long to reload a Harpy.

 

Closest Helipad to enemy = primary: When you outbuild new Helipads closer to the enemy's base, you can designate them as the primary Helipads to build new planes closer to the enemy. Left mouse click on the Helipad and then left mouse click on a location near the enemy to automatically send these closer planes, closer to the enemy base.

 

 

EMP CANNON

 

Distract the Nod enemy before you send EMP Cannon, this makes it harder for him to deploy or undeploy vehicles to avoid the EMP Cannon's freezing ability.

 

3 Banshee = EMP: Three Banshee can destroy a EMP Cannon in two swoops.

 

5 Banshee = one shot EMP: Five Banshee can destroy a EMP in one swoop.

 

EMP surfaces units frozen: The EMP Cannon's EM-Pulse can make Subterranean APC or Devil Tongue surface frozen if they are underground when you target them.

 

Harv, MK2 self heal frozen: The Harvester and Mammoth MK2 will still self heal while frozen by the EMP Cannon's EM-Pulse.

 

See EMP firing = Stop Subs & dive avoid: If your Subterranean APC is underground, it is almost impossible to surface and perform the spin EMP defense dive. It might be possible, if you are watching the EMP cannon and immediately stop your subs and click for them to go in the other direction. (Wait 1 second before you send them the other way, for the stop command to work, or the subs might just not even try to surface=EMPd)

 

EMP = no primary building set: You can not set a building to be the primary building (by double left mouse clicking on it) if the building has been frozen by an EMP Cannon. You must wait for it to become unfrozen to set the building as primary.

 

EMP = no radar: If you send your EMP Cannon's EM-Pulse onto an enemy Radar, it will temporarily bring down their Radar mini map, while the Radar is frozen by the EMP.

 

SubAPC+RI= lure EMP: Asubterranean APC can deploy Rocket Infantry right as the emp lands and the Rocket Infantry will exit the Sub APC not frozen.

 

Self healing units heal while emp: Even if a self healing unit is frozen by the EMP Cannon, it can still self heal while frozen for 25 game seconds.

 

Power down 2nd EMP receiving fire: Sometimes if enemy units are firing on your EMP Cannon, it will disable it. If you have two EMP Cannons, you can power down the one being fired on, so your second EMP canon will still fire. (If your EMP Cannon is emp'd while powered down, then you will not be able to restore power to that EMP Cannon for 25 game seconds.)

 

EMP cover EMP: Build your EMP Cannons close enough together to cover each other from Subterranean units surfacing next to them or Carryalls landing attacks next to them.

 

No waste planes ammo on frozen units: Try not to waste planes ammo on frozen units. If at all possible use tanks or soldiers to destroy frozen vehicles. Save your planes ammo for attacking the enemies buildings if you have enough ground units nearby to destroy the frozen enemy units.

 

EMP vehicle follow Carryall with MH: If the enemy picks up his frozen vehicle with a Carryall, follow it with a Subterranean APC and steal the vehicle when the enemy lands it. The enemy has to land the vehicle for the EMP to wear off. It will be frozen and easily stealable by the Mutant Hijacker.

 

Repair Saves EMP from 2 OrcaB.: Two Orca Bombers can destroy your EMP Cannon if you do not repair it fast enough. Three Orca Bombers will destroy the EMP Cannon even if you repair it fast.

 

4 Orca B destroy EMP 1-shot: Four Orca Bombers can destroy an EMP Cannon in one swoop.

 

EMP powers down Laser Fence: EMP will power down Laser Fence.

 

EMP destroys lifting plane: The EMP Cannon can destroy any plane that is lifting off of the ground or a Helipad. If the plane is lifting off of a Helipad when it is EMPd, it will fall and destroy the Helipad below it too. You might be able to lure the enemy to lift his planes with a Multi Missile, Chem Missile, or other units, but this would be quite hard to time correctly. No guarantee he lifts his planes off the Helipad.

 

Paused 2nd EMP = lure EMP trap: Lure the enemy to destroy your one and only EMP Cannon by pausing your second EMP Cannon build. Right before the enemy destroys your first EMP Cannon, place your second EMP Cannon. Now you can still freeze his incoming tanks and hopefully destroy them because the enemy was not expecting to be frozen after destroying your “only” EMP Cannon.

 

Fastest EMP build order = 3:06: The fastest EMP build order can have an EMP Cannon ready by the time the Game Timer has reaches approximately three minutes and six seconds. The fastest Disrupter is ready at 2:40 and the fastest Carryall at 2:51. So on most large maps the fastest EMP Cannon will be ready by the time the fastest possible first Disrupter could arrive.(Note: your EMP Cannon might not be ready again for his next Disrupters though)

 

2 Ref Warf EMP = 4:09: A two Refinery + War Factory + Harvesters build order will can have an EMP Cannon ready by the time the game timer reaches 4:09 ( Three Ref + Warf + EMP timer = 4:41)

 

EMP vs EMP pause build juke: EMPyour own EMP and it charges OK: If you accidently hit your own EMP Cannon with your EM-Pulse, your EMP Cannon will continue charging if it was charging. (You can use this tactic to pause your EMP build by powering it down, make sure your EMP Cannon is powered down when the enemy emp hits it, then quickly power it up and since you powered down the EMP Cannon when it was charging and almost ready, it will quickly be ready after the enemy thinks your EMP Cannon is frozen by his EMP Cannon. (Note: this tactic might not work, did not test vs enemy emp)

 

EMP and destroying close groups of units: The Mammoth MK2, Ghost Stalker, and Disrupter can shoot through multiple frozen units at once. You can freeze enemy planes on the ground or vehicles in place with the EMP Cannon first so they won't escape.

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EMP 2 Engi vs Nod 5 Bans: Sometimes Nod likes to rush your EMP Cannon with five Banshee, you will need two Engineers to save it, stand them close to your EMP Cannon if you see five Banshee coming toward your base.

 

Sell EMP = 4 Inf: Sell your EMP Cannon and get four Light Infantry.

 

EMP fake Carryall land = Carryall gone + Vehicle frozen: If you fake land your Carryall onto a vehicle and it gets hit by the EMP Cannon's EM-Pulse, your Carryall will be destroyed and the vehicle under it will be frozen for 25 game timer seconds.

 

EMP destroys Carryall on vehicle on Warf pave: The EMP Cannon will destroy a Carryall sitting on top of a vehicle that is parked on the pavement in front of a War Factory ( Or Tiberium Refinery pave/Tib Waste Facility pave)

Vehicle hidden in Gate = no EMP: A Emp Cannon will not freeze vehicles hidden in a gate.

 

ALT drive FS = no EMP: A EMP Cannon will not freeze vehicles that have driven onto a Firestorm Wall Section by holding ALT and sending the vehicle on to the inactive Firestorm Wall Section.

 

ALT drive LF = no EMP: Hold ALT to drive a vehicle onto an inactive powered down to avoid being frozen by EMP Cannon.

 

EMP destroys Carryall on vehicle hidden by building: The EMP Cannon will still destroy a Carryall sitting on your vehicle even if you build a building around the Carryall, sitting on a vehicle, to hide it.

 

Drive your vehicles over enemy Firestorm Wall Sections to avoid EMP Cannon. Make sure your enemy does not have a Firestorm Generator yet, or it was just built. You don't want the enemy to use his Firestorm Generator on your vehicle.(It will destroy your vehicle on top)

 

Laser Fence avoid EMP: Drive onto your Laser Fence to avoid EMP Cannon by holding ALT button and sending the vehicle.

 

EMP counter for Warf Pave EMP Defense: If enemy is driving onto your Warf pave, Tib pave, or Tib Waste pave, you can always sell the building and then use EMP Cannon or try to put walls around your War Factory.

 

RI+JJ = no emp anti air: The Rocket Infantry and the Jump Jet Infantry can not be frozen by the EMP Cannon, so they are good to keep for anti air defense at your base. (Remember Sams freeze when EMP'd)

 

Diz/Mk/GS shoot through eMP: You might be able to glitch an enemy EMP Cannon by shooting through it with the Disrupter, Mammoth MK2, or Ghost Stalker. Try shooting other units and buildings through the EMP Cannon.

 

Harv dump/Weed truck dump = no EMP: If a Harvester is dumping in a Tiberium Refinery, the EMP Cannon will not affect it. If a Weed Truck is dumping in the Tiberium Waste Facility, the EMP Cannon will not affect it.

 

 

 

HUNTER SEEKER

 

Seeker tight group = multiple kills: The Hunter Seeker can destroy multiple units or buildings at one time if they are too tightly grouped. Even planes flying in the air.

 

Seeker = no reveal fog: The Hunter Seeker does not reveal fog of war on the map when it flies through it.

 

The Hunter Seeker does stealth in mid air, so consider sending it when most enemy units are in one direction from your base and build a Stealth Generator to keep it invisible further toward the enemy. (Maybe this lets your Hunter Seeker hit a Carryall on a enemy vehicle instead of deploying off of it when they saw the Hunter Seeker coming earlier because no stealth was there, or prevent an enemy from spreading tight groups of his soldiers when he sees the Hunter Seeker coming)

 

The Hunter Seeker has no audible warning, you have to watch the map to see it coming.

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